Automatic brightness control on a gaming machine

ABSTRACT

A display control system for a gaming machine is described. The display control system allows a gaming machine controller to directly control attributes of one or more video displays coupled to a gaming machine. Display attributes can be adjusted to account for different machine states which can occur when the gaming machine is operating in an attract mode, game play mode and tilt mode. A few examples of display attributes which can be controlled include but are not limited to power on or off, input source selection, contrast control, brightness control and color temp control.

TECHNICAL FIELD

The present disclosure relates to operating a gaming machine to generatea wager-based game.

Slot-type electronic gaming machines, often referred as slot machines,are popular fixtures in casino environments. Slot machines usemechanical reels or video reels to present an outcome of a slot game toa player. Player's derive entertainment value from the unique ways inwhich the slot game is played and presented on the gaming machine.

Bright and attractive graphics on a video display can draw a player'sattention to a slot machine, which is a desirable feature. However, whenplaying a slot machine for a significant time period, a video displaywhich is too bright can cause player eye strain. In view of the above,new ways of operating a gaming machine to control video displayproperties are desired.

Overview

Various embodiments of the present invention generally relate tooperating a gaming machine to generate a wager-based video slot game. Inparticular embodiments, the video display used to output the wager-basedslot game includes first firmware which allows display attributes to bemanually adjusted and second firmware which allows display attributes tobe remotely adjusted by the gaming machine controller. The secondfirmware supports a plurality of commands which can be utilized by thegaming machine controller to change display attributes, such asbrightness, contrast, color temperature, power on/off and a selection ofa video input source.

The gaming machine controller can include display control logic whichmonitors changes to the gaming machine operational state and based upona current gaming machine operational state, determine display attributesfor the current gaming machine operational state. In one embodiment, thegaming machine controller can set different display attributes dependingon whether the gaming machine is in an attract state or a game stateassociated with game play. In particular, during an attract state,higher values of brightness and contrast can be used on the display.However, during game play, the brightness and/or contrast can be loweredto reduce player eye strain.

BRIEF DESCRIPTION OF THE DRAWINGS

The disclosure may best be understood by reference to the followingdescription taken in conjunction with the accompanying drawings, whichillustrate particular embodiments of the present invention.

FIG. 1 illustrates a gaming system including a wager-based gamingmachine in accordance with embodiments of the present invention.

FIG. 2 illustrates a gaming system including three banks of gamingmachines in accordance with embodiments of the present invention.

FIG. 3 illustrates a block diagram of gaming machine componentsincluding a gaming machine controller in accordance with embodiments ofthe present invention.

FIG. 4 illustrates a block diagram of a display control system inaccordance with embodiments of the present invention.

FIG. 5 illustrates a block diagram of a command structure for a displaycontrol system in accordance with embodiments of the present invention.

FIG. 6 illustrates a method of controlling one or more displays on agaming machine in accordance with embodiments of the present invention.

FIG. 7 illustrates a block diagram of gaming software in accordance withembodiments of the present invention.

FIG. 8 illustrates a block diagram of power hit tolerant memory inaccordance with embodiments of the present invention.

FIG. 9 illustrates a method for responding to a power interruption on agaming machine in accordance with embodiments of the present invention.

FIG. 10 illustrates a method powering up a gaming machine in accordancewith embodiments of the present invention.

FIG. 11 illustrates a method playing back a game previously played on agaming machine in accordance with embodiments of the present invention.

DETAILED DESCRIPTION

Reference will now be made in detail to some specific examples of theinvention including the best modes contemplated by the inventors forcarrying out the invention. Examples of these specific embodiments areillustrated in the accompanying drawings. While the present disclosureis described in conjunction with these specific embodiments, it will beunderstood that it is not intended to limit the invention to thedescribed embodiments. On the contrary, it is intended to coveralternatives, modifications, and equivalents as may be included withinthe spirit and scope of the invention as defined by the appended claims.

In the following description, numerous specific details are set forth inorder to provide a thorough understanding of the present invention.Particular embodiments of the present invention may be implementedwithout some or all of these specific details. In other instances, wellknown process operations have not been described in detail in order notto unnecessarily obscure the present invention.

In general, gaming systems which provide wager-based games aredescribed. In particular, with respect to FIGS. 1 and 2, gaming systemincluding a wager-based gaming machines in communication with networkdevices are described. With respect to FIG. 3, a gaming machinecontroller used to control operations of gaming machine includinggenerating play of a wager-based game is discussed.

With respect to FIG. 4, a display control system is described. Thedisplay control system can be used to control display attributes of oneor more video displays coupled to a gaming machine. For example, thegame controller can control the brightness of the displays. A commandstructure which can be utilized by a gaming machine controller tocontrol various display attributes of one or more displays coupled tothe gaming machine is discussed with respect to FIG. 5. A method ofcontrolling video displays on a gaming machine is discussed with respectto FIG. 6.

Gaming software used to generate the wager-based game is discussed withrespect to FIG. 7. With respect to FIG. 8 illustrates a power hittolerant memory configured to store crucial data generated from playingthe wager-based game is discussed. In one embodiment, the crucial datacan include information associated with the display attributes.

With respect to FIG. 9, a method for responding to a power interruptionon a gaming machine, which utilizes the power hit tolerant memory, isdiscussed. With respect to FIG. 10, a method of powering up a gamingmachine is described. Finally, with respect to FIG. 11, a method playingback a a wager-based previously played on a gaming machine is discussed.

FIG. 1 illustrates a gaming system 1000 including a wager-based gamingmachine 1002. The wager-based gaming machine 1002 can include wirelessor wired communication interfaces which allow communications with aremote devices providing network services 1004, such as but not limitedto a player tracking system or a progressive gaming system (Networkservices are described in more detail with respect to FIG. 2). Theplayer tracking system can be part of a slot accounting system. Inaddition, the gaming machine 1002 can include wireless communicateinterfaces, such as wireless interface 1046, which allow communicationswith a nearby mobile device, such as a mobile phone 1006 or tabletcomputer, via a wireless connection 1036. The wireless interface 1046can employ wireless communication protocols, such as Bluetooth™ orWi-Fi.

The mobile phone or tablet computer can be utilized by a player orcasino operator. A device carried by a player can be configured toperform gaming related functions, such as functions associated withtransferring funds to or from the gaming machine or functions related toplayer tracking. A device carried by a casino operator can be configuredto perform operator related functions, such as performing hand pays,responding to tilt conditions or collecting metering relatedinformation.

The gaming machine 1002 can include a cabinet 1008 and a top box 1010.The top box is mounted above the cabinet. The top box 1010 includes adisplay 1012. The display 1012 can be used to display video content,such as game art associated with the game played on the gaming machine1002. For example, the game art can include an animated wheel. Theanimated wheel can be configured to spin and to stop to reveal a bonusaward. In other examples, the video content can include advertising andpromotions.

In alternate embodiments, the top box 1010 can include one or moremechanical devices in addition to the display or in lieu of the display.For example, a mechanical device, such as a mechanical wheel can bemounted to or within the top box 1010. The mechanical wheel can includemarkings that indicate various bonus awards. The wheel can be spun andstopped at a particular stopping point to reveal a bonus award. In yetother embodiments, the top box 1010 can include a plurality of displays.

The cabinet includes an entry instantiated as door 1014. The door 1014swings outward and is coupled to a back portion 1015. The door 1014includes a locking mechanism 1016. During operation, the door 1014 islocked. Typically, unlocking the door 1016 causes the gaming machine1008 to enter a tilt mode where gaming functions, such as the play of awager-based game, are not available. This tilt mode can be referred toas a hard tilt.

The cabinet 1008 can include a number of apertures that allow access toa portion of a number of devices which are mounted to the cabinet. Thesegaming devices can include, but are not limited to display 1018, speaker1020 a, speaker 1020 b, a printer 1022, a bill acceptor 1024, asecondary display 1026, a card reader 1028 and a button panel 1030including buttons 1032 and 1034. As described in more detail below,these gaming devices can be used to generate wager-based game play onthe gaming machine 1002.

In particular embodiments, the bill acceptor 1024 can be used to acceptcurrency or a printed ticket which can be used to deposit credits on thegaming machine 1002. The credits can be used for wagers. The printer1022 can be used to print tickets to transfer credits from the gamingmachine 1002. Typically, the tickets can be redeemed for cash oradditional game play, such as game play on another gaming machine.

The bill acceptor 1024 and printer 1022 printer can be part ofticket-in/ticket-out (TITO) system 1062 in FIG. 2. The TITO system 1062can be included in the network services 1004. The TITO system allows aticket printed at a first gaming machine with a credit amount to beinserted into a bill acceptor at a second gaming machine and validatedfor game play. After validation, the credit amount associated with theticket can be made available for game play on the second gaming machine.Additional details of the TITO system 1062 are described with respect toFIG. 2.

The bill acceptor 1024 can include a slot surround by a bezel whichallows banknotes of various denominations or printed tickets to beinserted into the bill acceptor. The bill acceptor 1024 can includesensors for reading information from the banknotes and determiningwhether the banknotes inserted through the slot are valid. Banknotesdetermined to be invalid, such as damaged or counterfeit notes, can beejected from the bill acceptor 1024. In some instances, the billacceptor 1024 can include upgradeable firmware and a network connection.Via the network connection, new firmware, such as new counterfeitdetection algorithms can be downloaded to the bill acceptor 1024.

The bill acceptor 1024 includes mechanisms for guiding the banknotes orprinted tickets past the internal sensors. Banknotes or printed ticketswhich are accepted can be guided to a bill stacker (not shown) locatedwithin the cabinet 1008 of the gaming machine 1002. The bill stacker canhold a maximum number of bank notes or printed tickets, such as up totwo thousand.

The gaming machine 1002 can include a sensor for detecting a fill levelof the bill stacker. When the bill stacker is full or close to beingfull, the gaming machine 1002 can be placed in a tilt mode. Next, thecabinet door 1014 can be opened and the full bill stacker can bereplaced with an empty one. Then, the door 1014 can be closed and thegaming machine 1002 can be restored to an operational mode in which itis available for game play.

One function of the printer 1022 is to print “cash out” tickets. In a“cash out,” credits available on the gaming machine can be transferredto an instrument, such as a printed ticket, or electronicallytransferred to an account for later access. Typically, a “cash out” canbe initiated in response to pressing one of the physical buttons, suchas 1032 or 1034, or touch screen button output on a display, such asdisplay 1018.

In one embodiment, the printer 1022 can be a thermal printer. Theprinter can be loaded with a stack of tickets, such as a stack with twohundred, three hundred or four hundred tickets. Mechanisms in theprinter can grab tickets from the ticket stack and transport the ticketspast the print heads for printing. The ticket stack can be located in aninterior of the gaming machine cabinet 1008.

The printer 1022 can include sensors for detecting paper jams and astatus of the ticket stack. When a paper jam or low ticket stack isdetected, the gaming machine 1002 can enter a tilt mode where game playis suspended. In one embodiment, tower light 1005 can light to indicatethe tilt status of the gaming machine 1002. After the tilt condition iscleared, such as by clearing the paper jam or replenishing the ticketstack, the gaming machine 1002 can enter an operational mode where gameplay is again available.

In particular embodiments, the printer 1022 can be coupled to a gamingmachine controller (see 1160 in FIG. 2). The gaming machine controller1160 can be configured to send commands to the printer which cause a“cash out,” ticket to be generated. In addition, the printer 1022 can becoupled to other systems, such as a player tracking system (e.g., 1060in FIG. 2). When coupled to the player tracking system, commands can besent to the printer 1022 to output printed tickets redeemable for comps(comps refer to complimentary awards, such as but not limited to freecredits, a free drink, a free meal or a free room) or printed couponsredeemable for discounts on goods and services.

In additional embodiments, a wireless interface 1046 can be provided togenerate the wireless connection 1036. The wireless connection can beestablished between the gaming machine 1002 and a mobile device, such as1006. The wireless connection 1036 can be used to provide functions,such as but not limited to player tracking services, casino services(e.g., ordering drinks) and enhanced gaming features (e.g., displayinggame play information on the mobile device). The wireless interface canbe provided as a stand-alone unit or can be integrated into one of thedevices, such as the bill/ticket acceptor 1022 and the card reader 1028.In addition, the bill/ticket acceptor 1022 and the card reader 1028 caneach have separate wireless interfaces for interacting with the mobiledevice. In one embodiment, these wireless interfaces can be used with awireless payment system, such as Apple Pay™ or Google Pay™. The wirelesspayment system can be used to transfer funds to the gaming machine thatcan be used for wager-based game play.

The door 1014 can allow access an interior of the cabinet 1008. Via thisaccess, devices mounted to the cabinet, such as display 1018, speaker1020, bill/ticket acceptor 1022 or printer 1024 can be serviced andmaintained. For example, a receptor configured to receive currency andtickets, coupled to the bill acceptor, can be emptied. The receptor isoften referred to as a bill stacker. In another example, blank ticketscan be added to the printer 1022 or paper jams can be cleared from theprinter. When door 1014 is opened, the gaming machine can enter a hardtilt state where game play is disabled.

In addition, a number of devices (not shown) can be provided within theinterior of the cabinet 1008. A portion of these devices is not visiblethrough an aperture in the gaming machine cabinet 1008. For example, agaming machine controller (GMC) which controls play of a wager-basedgame on the gaming machine can be found within the cabinet 1008.Typically, the gaming machine controller is secured within a separatelockable enclosure. Details of the gaming machine controller aredescribed below with respect to element 1160 in FIG. 3.

As another example, a number of security sensors can be placed withinthe interior of the cabinet 1008. The security sensors (e.g., see 1140in FIG. 3) can be configured to detect access to the interior of thegaming machine 1002. For example, the sensors can be configured todetect when the locking mechanism 1016 is actuated, the door 1016 isopened or a locking mechanism associated with the gaming machinecontroller enclosure is actuated. A power source, separate from anexternal power supply, such as a battery can be provided which allowsthe security sensors to operate and be monitored when the external powersupply is not connected.

In particular embodiments, the cabinet 1008 can have a sheet metalexterior designed to provide the rigidity needed to support top boxes,such as 1010 and light kits as well as to provide a serious deterrent toforced entry. For example, the sheet metal can be sixteen gauge steelsheet. Additionally, the door, such as 1014, can be backed with sheetsteel in the areas around the displays. Other materials, such as wood,wood composites, can be incorporated into the cabinet and the example ofsheet metal is provided for the purposes of illustration only.

A speaker, such as 1020 a or 1020 b, can be protected by a metal screen.In one embodiment, a speaker, such as 1020 a or 1020 b, can be asubwoofer speaker. In general, a sound system associated with the gamingmachine 1002 can include an audio amplifier and one or more speakers ofvarious types, such as subwoofers, midrange speakers and tweeters.

If the main cabinet 1008 is entered, a “DOOR OPEN TILT” can be displayedhalting game play and causing a “DOOR OPEN” event to be sent to the slotaccounting system in 1004. In one embodiment, this message can bedisplayed on the main display 1018. These events can also be stored tothe power hit tolerant memory. Upon door closure, the “DOOR OPEN TILT”will be replaced with a “DOOR CLOSED TILT” that can clear after thecompletion of the next game cycle. Additionally, a logic “DOOR OPENTILT” can occur if the logic door is opened. The logic door isconfigured to be lockable independent of how the switch wiring isinstalled. The gaming machine 1002 can be configured to initiate thelogic DOOR “OPEN TILT” regardless of whether or not a lock is installedon the logic door.

The displays 1018, 1012 and 1026, the speakers 1020, the printer 1022,the bill acceptor 1024, the card reader 1028 and the button panel 1030can be used to generate a play of a wager-based game on the gamingmachine 1008. Further, the display 1018 can include a touchscreen. Thetouchscreen can be used to provide inputs used to play the wager-basedgame. Some examples of wager-based games that can be played include butare not limited to slot games, card games, bingo games and lotterygames. The wager-based games are typically games of chance and utilize arandom number generator to determine an outcome to the game.

In general, the wager-based games can be classified as Class II andClass III games. Class II games can include bingo, pull tabs, lottery,punch board, tip jars, instant bingo and other bingo like games. ClassIII games can include but are not limited to slot games, black jack,craps, poker and roulette.

As described above, the wager-based game can be a slot game. The play ofthe slot game can involve receiving a wager amount and initiating astart of the wager-based game. A selection of a wager amount and a startof the wager-based game can be performed using buttons, such as 1032 and1034, on button panel 1030. In addition, the button panel can be used toperform gaming functions, such as selecting a number of lines to play ina slot game, selecting the amount to wager per line, initiating acash-out and calling an attendant. These functions will vary fordifferent types of games.

In some embodiments, a touch screen can be provided over one or more ofthe displays, such as 1012, 1018 and/or 1026. The combination of thedisplay and touch screen can be used to perform gaming functions thatperformed using the button panel 1030. Also, display and touch screencan be used to perform operator features, such as providing a gameplayback or a hand pay.

The play of wager-based game, such as a slot game, can involve making awager and then generating and outputting a game presentation. The betamount can be indicated in 1042. The game presentation can include anumber of game features that vary from game to game. The game featuresprovide variety in how the outcome to the wager-based is presented. Forexample, an award to the outcome of the game can be presented in aseries of steps that vary from game to game. In some instances, aportion of the total award for a game can be awarded in each step. Thesteps and their graphical presentation can be referred to as gamefeatures. In various embodiments, information associated with one ormore of the steps can be stored to a power hit tolerant memory. Thepower hit tolerant memory is discussed in more detail with respect toFIG. 2.

As an example, a portion of a slot game outcome presentation is shown ondisplay 1018. The slot game outcome presentation can include displayinga plurality of symbols, such as 1038. During the game outcomepresentation, the symbols can appear to move on the display 1018. Inaddition, symbols can move off the display and new symbols can appear onthe display.

Different combinations of symbols can appear on the display for someperiod of time, which varies for each instance of the wager-based gamethat is played. At the end of the presentation, the symbols reach afinal position and an award associated with the game outcome ispresented on the display. The total award for the game can be indicatedin 1044 and the total credits available on the gaming machine after theaward can be indicated in 1040.

In particular embodiments, a portion of the award to the outcome of thegame can be presented as a bonus game. The portion of the award can bereferred to a bonus award. The presentation of the bonus award can alsobe presented in steps where a portion of the bonus award is awarded ineach step. These steps can be referred to as bonus game features. Insome embodiments, information associated with the steps in the bonusgame can be stored to the power hit tolerant memory. In variousembodiments, components of the bonus game presentation can be presentedon one or more of display 1018, 1012 and 1026.

When a wager-based game is not being played on the gaming machine 1002in a game play mode, the gaming machine can enter into an attract mode.In an attract mode, graphics can be output on one or more of displays1018, 1012 and 1026, which are designed to draw a player's attention tothe gaming machine 1002. In addition, the gaming machine can outputsounds as part of an attract mode.

In particular embodiments, as will be described in more detail belowwith respect to FIGS. 4, 5 and 6, display attributes, such as brightnessand contrast, can be actively controlled on one or more 1018, 1012 and1026. The display attributes can be controlled in accordance with stateswhich occur during various operations modes of the gaming machine 1002,such as an attract mode, a game play mode or a tilt mode. For example,in an attract mode, a display, such as 1018, can be made to appearbrighter to further draw a player's attention to the gaming machine1002. However, in a game play mode, to reduce eyestrain, the brightnessof the display can be reduced.

Next, with respect to FIG. 2, further details of the network services1004 and gaming machine operations are described. In FIG. 2, anotherembodiment of a gaming system 1050 is shown. Gaming system 1050 includesthree banks of gaming machines, 1052 a, 1052 b and 1052 c. For thepurposes of illustration, three gaming machines are shown in each bank.

The network services 1004 includes a central determination server 1054,a local progressive server 1056, a wide area progressive server 1058, aplayer tracking/slot accounting system server 1060 andticket-in/ticket-out (TITO) server 1062. In gaming system 1050, all ofthe gaming machines in each bank, 1052 a, 1052 b and 1052 c, areconnected to the slot accounting system server 1060 and the TITO server1062. However, only the gaming machines in bank 1052 a are connected tothe central determination server 1054. Further, only gaming machines inbank 1052 b and display 1068 are connected to the local progressiveserver 1056. Finally, only the gaming machines in bank 1052 c areconnected to the wide area progressive server 1058. The communicationconnections between the gaming machines in each bank and the servers1054, 1056, 1058, 1060 and 1062 can be wired connections, wirelessconnections or combinations thereof.

In various embodiments, the central determination server 1054 can beused to generate a portion of the game played on the gaming machines inbank 1052 a. For example, the central determination server 1054 can beused to generate random numbers used to determine outcomes to the gamesplayed in bank 1052 a. In another example, the central determinationserver 1054 can be used to generate all or a portion of the graphicsused to play the games on the gaming machines in bank 1052 a. Forinstance, the central determination server 1054 can be configured tostream a graphical presentation of a game to a gaming machine, such as1064. The graphical presentation can be output to a display on thegaming machine.

In one embodiment, the central determination server 1054 can be used togenerate numbers used in a bingo type games played on the gaming machinein bank 1052 a. These bingo type games are often referred to as class IIgames whereas traditional slot machines are referred to as class IIIgames. In class II games, a draw of numbers is made. The numbers can bemapped to a bingo card, which the player purchases to play the bingogame. The draw of numbers can result in at least one winning gamecombination on the bingo cards participating in the current bingo game.

The central determination server 1054 can be configured to repeat thenumber draws for the bingo games at regular intervals. For example,number draws can be repeated every 20 milliseconds. Players at thevarious gaming machines coupled to the central determination server1054, such as the players at the gaming machine in bank 1052 a, caninitiate bingo games which utilize the bingo numbers from a particularbingo number draw. The bingo numbers in the number draw can be mapped toa bingo card displayed on the screen of the gaming machine, such as1064.

Wins can be indicated by a winning pattern on the bingo card, such asfour in a row or four corners. In response to a winning pattern on abingo card on a particular gaming machine, the central determinationserver 1054 can send a prize amount associated with the win to thegaming machine with the winning pattern. This prize amount can bedisplayed on the gaming machine and the credits associated with theprize amount can be deposited on the gaming machine. For example, win ofa bingo game on gaming machine 1064 can result in a prize amount beingdisplayed on the main display. Further, the prize amount can bedeposited as credits on the gaming machine 1064 such that the creditsare available for additional game play.

In one embodiment, the prize amount can be output to look like a slotgame. For example, if the prize amount is ten credits. Video reels canbe displayed spinning on a main display of the gaming machine and a reelcombination associated with a ten credit win in a slot game can beoutput to the display screen. If the outcome to the bingo game on aparticular gaming machine is no award, then the video reels can bedisplayed spinning and a reel combination associated with no award inthe slot game can be displayed on the gaming machine. This process canbe repeated on various participating gaming machines, as number drawsfor various bingo games are initiated and completed on the centraldetermination server 1054.

The local progressive server 1056 can be used to generate one or moreprogressive prizes that are limited to a local group of gaming machines,such as only the gaming machines in bank 1052 b. When games are playedon the gaming machine in bank 1052 b, an amount of each wager can becontributed to one or more progressive prizes. The local progressiveserver can receive the contribution amounts from the gaming machineslinked to the progressive game and can keep track of the prize amountsassociated with the one or more progressive prizes. The prize amountsfor the one or more progressive prizes can be output to displays on theparticipating gaming machines as well as to separate displays near theparticipating gaming machines.

The local progressive server 1056 can be configured to receiveinformation regarding gaming events on the participating gamingmachines. For example, the local progressive server 1056 can beconfigured to receive a notification from each of the participatinggaming machines when a game outcome has occurred associated with a winof a progressive prize. In other examples, the local progressive servercan be configured to receive gaming information, such as when each gameis played on one of the participating gaming machines, an amount ofwagered for each game and when one or more type of game outcomes occuron each of the gaming machines.

The gaming information associated with gaming events on the one or moregaming machines can provide a basis for additional bonus scenarios. Forexample, a bonus award can be triggered on one of the gaming machinesafter a random number of games are played on the gaming machines as agroup. As another example, a bonus award can be triggered on one of thegaming machines after a particular game outcome occurs a random numberof times on the participating gaming machines as a group, such as aparticular combination of symbols appearing a random number of times.

The wide area progressive server 1058 is connected to the gamingmachines in bank 1052 c and display 1068. The wide area progressiveserver 1058 can be used to enable a progressive game played on gamingmachines distributed over a wide area, such as multiple casinosdistributed within a state. Similar to the local progressive server1058, when wagers are made, the wide area progressive server 1058 canreceive contributions to the progressive prize from the participatinggaming machines. The wide area progressive server 1058 can report thesecontributions to a remote device which tracks the total progressivejackpot. Further, if a progressive jackpot is won on one of the gamingmachines to which it is connected, the wide area progressive server 1058event can be reported to the remote device. Yet further, the wide areaprogressive server 1058 can receive a current progressive jackpot amountfrom the remote device. The current progressive jackpot amount can bereported on displays on the gaming machines participating in theprogressive jackpot and/or nearby signage, such as 1068.

The display 1068 can have a digital sign controller 1070. The digitalsign controller 1070 can have a network interface which allows it tocommunicate with a remote device, such as the wide area progressiveserver 1058. In this example, the digital sign controller 1070 can beconfigured to output information to display 1068 associated with theprogressive game, such as a current jackpot amount.

In general, displays with digital sign controllers can be providedthrough out a gaming environment, such as casino. The digital signcontroller, such as 1070, can be configured to communicate with a remotedevice. The remote device can be configured to send information to thedigital sign controller to output to a display. The information caninclude video, audio and picture data. Further, the remote device can beconfigured to send commands to the display, such as a command to outputinformation to the display.

The slot accounting system portion of server 1060 can receive accountinginformation from each of the gaming machine in system 1050, such as anamount wagered for each game and amounts awarded on each gaming machine.The server 1060 can also receive information which uniquely identifieseach gaming machine including a machine ID number and a current gamebeing played on the gaming machine. The accounting information can beused for auditing purposes.

The player tracking system portion of server 1060 can track the gameplay of individual users. For example, a player can input accountinformation into one of the gaming machines that is associated with aplayer tracking account that has been previously set-up. Based on theaccount information, a particular player tracking account can belocated. The player tracking account can include information whichidentifies an individual user, such as user 1062 (User 1062 can beplaying games at one of the gaming machines in bank 1052 a). The playertracking account information can include a player's name, address, phonenumber, gender, etc.

In one embodiment, a player, such as user 1062, can insert a playertracking card in a card reader (e.g., see card reader 1022 in FIG. 1).The card reader can read player tracking account information from theplayer tracking card, such as on a magnetic strip on the card, and sendthe information to the player tracking/slot account system server 1060.Based upon the received player tracking account information, the playertracking system portion of server 1060 can locate a player trackingaccount.

The player tracking account information can be input via other means onthe gaming machine. For example, as shown in FIG. 1, the gaming machine1002 may be able to communicate with a mobile device, such as 1006.Thus, in one embodiment, the gaming machine 1002 may be configured todirectly receive player tracking account information from a mobiledevice. In another embodiment, the gaming machine 1002 may be configuredto generate an input interface on a touch screen display that allows aplayer to input player tracking account information.

After the player provides account information and an account is located,the player tracking system can enter accounting information associatedwith a player's game play into the identified player tracking account,such as an amount wagered over time. As described above with respect toFIG. 1, the accounting information associated with a player's game playcan provide a basis for awarding comps to the player. For example, basedupon a player's previous game play, the player tracking system portionof server 1060 can send an amount credits to the gaming machine on whichthe player is playing. In another example, the player tracking systemportion of server 1060 can send a command to a printer (e.g., see 1022in FIG. 1) on the gaming machine on which the player is playing to printout a ticket. The ticket can be redeemable for goods or services or adiscount on goods or services, such as a free meal or discount a meal.

As described above, each of the gaming machines can be coupled to aticket-in/ticket out (TITO) server 1062. TITO server 1062 can be used togenerate and validate instruments associated with a credit and/or cashvalue. One example of an instrument, which can be generated andvalidated, is a printed ticket. Another example is a digital instrument,such as a printed ticket stored in a digital form. In one embodiment, adigital instrument can be stored on an electronic device carried by auser, such as a mobile device carried by user 1062.

As an example, when a printer, such as 1022, is employed in a “cashout,” the gaming machine controller (e.g., see 1160 in FIG. 3) cancontact a TITO server (e.g., see 1062 in FIG. 2) with a cash out amount.In response, the TITO server can generate a unique number, associate theunique number with a value and send the gaming machine a unique number.The unique number can be sent to a printer (e.g., see printer 1022 inFIG. 1). Then, the printer can print a ticket with the unique number,such as a unique number encoded in a bar-code, and a value of theticket, such as five dollars.

When the ticket is later presented for redemption, the unique number canbe used to validate the ticket. For example, the user 1062 can “cashout” at a first gaming machine, such as 1064 in bank 1052 a, and receivea printed ticket with a unique number generated by the TITO server 1062.Then, the user 1062 can go to a gaming second gaming machine, such as1066 in bank 1052 c, and insert the ticket into a bill acceptor (e.g.,see 1024 in FIG. 1). The second gaming machine 1066 can contact the TITOserver 1062 and send the ticket information, i.e., the unique numberread from the ticket, to server 1062. Then, the server 1062 can validatethe ticket and send back to the second gaming machine 1066 an amount ofcredits to deposit on the second gaming machine. The deposited creditscan be used for additional game play.

In these examples, the servers can include processors, memory andcommunication interfaces. Various gaming functions are associated witheach of the servers, 1054, 1056, 1058, 1060 and 1062. The describeddistribution of gaming functions is for the purposes of illustration inonly. In alternate embodiments, combinations of gaming functions can becombined on the same server or repeated on different servers. Forexample, the central determination server 1054 can also be configured toprovide a local progressive to the bank of gaming machine 1052 a. Inanother example, the local progressive server 1056 can be configured toprovide a number of different progressive prizes for different groups ofgaming machines. In yet another example, the player tracking systemportion of server 1060 can be configured to provide bonusing features ateach of the gaming machines.

In FIG. 2, while gaming machines, such as 1064 or 1066, are operational,a user 1062 can engage in game play. Under some conditions, such as tiltconditions, game play can be suspended and an intervention by anoperator, such as 1064, may be required. An operator intervention mayrequire an operator, such as 1065, to be directly present at a gamingmachine, such as 1064. For example, the presence of an operator may berequired to access an interior of the gaming machine to clear a tiltcondition. In other examples, an operator may be able to clear a tiltcondition from a remote location via a communication connection with thegaming machine.

In one embodiment, during game play, the gaming machine can award anamount above some threshold amount. Prior to receiving the award, anoperator, such as 1065, can be sent to the gaming machine to have theplayer fill out a form for tax purposes. In the United States, this taxform is referred to as a W2G form. In addition, the operator may verifythat the gaming machine was operating properly when the award was madeprior to the player receiving the award. For example, if the gamingmachine indicates a progressive jackpot has been won, the operator maycheck to verify the gaming machine was operating properly. In a handpay, the operator, such as 1064, may provide an instrument redeemablefor the jackpot amount.

As described above and in more detail with respect to FIGs. A, C and D,an operator, such as 1064, may be required to be physically present at agaming machine, such as 1064 and 1066, to clear a tilt condition. Forexample, to clear a tilt condition, the operator, such as 1065, may haveto access an interior of a gaming machine to clear a paper jam in aprinter or a bill acceptor (e.g., see printer 1022 and bill acceptor1024 in FIG. 1). In another example, to clear a tilt condition, theoperator 1065 may have to access an interior of the gaming machine, suchas 1064, to add more tickets to a ticket printer or empty a note stackerassociated with the bill acceptor. For some tilt conditions, the gamingmachine operator 1064 may access a menu output on a main display of thegaming machine, such as 1064 or 1066, to perform a RAM clear. RAM clearsare described in more detail below with respect to FIG. 3.

Next, details of the gaming machine controller that is used to controlthe play of the wager-based game including generating the gamepresentation and controlling the various gaming devices is describedwith respect to FIG. 3. FIG. 3 illustrates a block diagram of gamingmachine components including a gaming machine controller (GMC) 1160. TheGMC 1160 can be coupled to a power supply 1146, display 1018, I/O 1134devices, external memory, such as a disk drive 1136, a power-offsecurity device 1138, security sensors 1140, communication interfaces1142, meters 1144 and a display control interface 1170.

In one embodiment, as described in more detail below with respect toFIG. 4, the display control interface (DCI) can allow the GMC 1160 tocommunicate with one or more displays, such as 1018. Via the DCI 1170,the GMC 1160 can control display attributes, such as brightness andcontrast. In particular embodiments, the display attributes can bechanged in response to different states that occur during various gamingmachine operational modes, such as a tilt mode, a game play mode and anattract mode.

The power supply 1146 can provide a DC voltage to the GMC 1160. Thepower supply can also provide power to the other devices in the gamingmachine cabinet, such as I/O devices. Typically, the power supply 1146is configured to receive power from an external power source, such as anAC voltage source. In some embodiments, an uninterruptable power supply(UPS) 1148 can be coupled to the power supply 1146. The UPS 1148 can beconfigured to provide back-up power for some time period in the eventexternal power is lost.

In a particular embodiment, the UPS 1148 communicates with the GMC 1160on boot up and periodically to indicate power status and batterycapacity of the UPS. If the UPS 1148 is not operational, thiscommunication will fail and the game will display a soft tilt on themain game display, such as 1018, indicating that the UPS is notavailable. Under normal circumstances the UPS 1148 functions tocondition the input power and ensure that the UPS battery remains fullycharged. However, upon a power failure, the UPS 1148 in conjunction withthe game platform will take one of two paths depending on the state ofthe UPS battery, which are described as follows.

If a power fail occurs and the UPS battery is more that 50% charged theGMC 1160 can immediately determine if there are credits on the machine(The threshold level can be a different percentage). If the game has nocredits, the GMC 1160 can immediately hard tilt and become unplayable.The GMC 1160 can continue to run on battery power until either thebattery level passes below 50% or power is restored to the game. Ifpower is restored, the hard tilt is cleared and the gaming machine canbecome playable again.

If credits are on the machine, the GMC 1160 can allow game play tocontinue until the battery level reaches 50% charge. At that point, theGMC 1160 can complete a game in progress, cash out the player and beginan orderly shutdown. Allowing game play prior to shutting down allowsthe player to complete a game in progress and continue to remain on thegame for a small period of time in case power is restored quickly. Thiskeeps the game from tilting and the GMC 1160 cashing out the player formomentary glitches in power. It also allows some time for backupgenerators to come on line for a more serious power outage.

The power-off security 1138 can be configured to monitor the securitysensors 1140 while power is off to the gaming machine, such as during apower failure or shipping. The power-off security 1138 can include itsown processor, memory and power supply, such as a battery. The power-offsecurity device 1138 can report detected problems while the power wasoff to the GMC 1160 after power is restored. In some instances, adetected problem can cause a tilt condition. For example, a detecteddoor open condition while the power was off may cause a tilt conditionwhich has to be cleared by an operator. As another example, if the GMC1160 can't detect the power-off security 1138, then the gaming machinecan tilt.

The I/O devices 1134 can include the gaming devices that provide theexternal interface that allows the wager-based game to be played on thegaming machine. Examples of these gaming devices are described abovewith respect to FIG. 1. In some embodiments, a memory device 1136, suchas disk drive or flash drive, can be provided. As will be described inmore detail below, the memory device 1136 can be used as a power hittolerant memory (PHTM) or used to receive crucial data from anotherPHTM.

The communication interfaces 1142 can include wired and wirelesscommunication interfaces, which use communication protocols, such as butnot limited to Ethernet, Bluetooth,™ Wi-Fi, and NFC. An example of awireless communication interface 1046 is shown in FIG. 1. The remoteservers can provide network services 1004 as described above withrespect to FIG. 1. The communication interfaces can be used tocommunicate with remote devices, such as remote servers, mobile devicesin proximity to the gaming machine or other gaming machines. The GMC1160 can be configured to support a variety of communication protocolsover these communication interfaces.

In one embodiment, communications can be carried out with a back-endslot accounting system (SAS) (e.g., see network services 1004 in FIG.1). The SAS protocol uses a CRC to ensure the integrity of messagesgoing to and from the host. All type S, M, and G Long polls are CRC'dover the entire package including the address and command byte. The SASengine can be configured to isolate the gaming code from the externalcommunications. The SAS engine can be configured to only acceptcorrectly formed SAS messages. Malformed, invalid or incorrect messagescan be summarily dropped.

Messages that are valid can be translated into requests for the gameplayer. The result of the message translation can be two-fold. First,the message is parsed and then evaluated for correctness and validity.If the message does not meet this criterion, it may not be translatedand forwarded to the game player for a response, such as on display 1026in FIG. 1. Second, no command, request or message from the externalcommunication interface ever reaches any further than the SAS engine.This process ensures that erroneous signals or data will not adverselyaffect the game.

The meters 1144 can include hard meters, which are mechanical devicesand meters maintained in software by the GMC 1160. In one embodiment,electronic digital storage meters of at least 10 digits that accumulateand store all the meters required can be used. For example, the numberof games played since RAM clear can be accumulated. In a RAM clearcritical memory can be cleared of data. Further, the number of gamessince the last power-up can be accumulated. As another example, gamessince the last door close can be accumulated.

Some other functions which may be tracked by a physical or softwaremeter include but are not limited to attendant paid jackpots, attendantpaid cancelled credits, bill in, voucher in (e.g., credit voucher),voucher out, electronic fund transfer in, wagering account transfer in,wagering account transfer out, non-cashable electronic promotion in,cashable electronic promotion in, cashable promotion credits wagered,non-cashable electronic promotion out, cashable electronic promotionout, coupon promotion in, coupon promotion out, machine paid externalbonus payout, attendant paid external bonus payout, attendant paidprogressive payout, machine paid progressive payout, non-cashablepromotion credits wagered, number of progressives won, number ofjackpots won, number of games won, number of games lost and total amountpaid by attendant. Other meters can include main door open, logic dooropen, cash door open and stacker door open.

In a particular embodiment, software meters can be accessed from anoperator menu by turning a key on the side of the gaming machine. Theoperator menu can be output on display 1150. All software meters can becleared upon a RAM clear. In addition to the meters, the machine canalso display the configured denomination, theoretical payout and actualpayout. This information is accessible from the operator menu under thestatistics screen. This information can be cleared upon a RAM clearevent.

The GMC 1160 is secured within an interior of the gaming machine. TheGMC 1160 can be contained in a metal box. The metal box can include anentry, such as a hinged door, that is lockable. The openings for cablesand wiring in the metal box can be purposefully designed to be as smallas possible while still allowing proper electrical wiring standardsregarding bend radius and connector strain. The locking mechanism forthe metal box can be monitored by one of the sensors 1140.

The GMC 1160 can include a motherboard. The motherboard can be the onlycircuit card that contains control programs. Other gaming devices, suchas the I/O devices 1134, can include device specific control programs.However, these device specific control programs don't affect or alterthe behavior of the control programs on the motherboard.

The mother board can include a chipset 1110. The chipset 1110 caninclude a northbridge 1106, which is a memory controller hub, and asouthbridge 1108, which is an I/O controller hub. The northbridge 1106and the southbridge 1108 can communicate via an internal bus 1116.

The northbridge 1106 can be coupled to a memory bus 1112 and a frontside bus 1113. The front side bus 1113 can couple on or more processors,such as CPU 1102, to the northbridge 1106. The CPU 1102 can receiveclock signals from clock generator 1104 via the front side bus 1113.

The memory bus 1112 can couple one or more graphics cards, which includegraphical processing units (GPUs), to the northbridge 1106. The graphicscard or cards can be installed in the graphics card slot(s). Thegraphics cards can be coupled to displays, such as display 1018.Further, the memory bus 1112 can couple one or more memory slots 1115,configured to receive volatile random access memory, to the northbridge1102. The CPU 1102 can communicate with the volatile memory in thememory slots 1115 and the graphics card in the graphics card slot 1114via the memory bus 1112 and the front side bus 1113.

The southbridge 1108 can be coupled to one or more PCI slots 1118 viaPCI bus 1120. In various embodiments, the southbridge 1108 can provide avariety of communications interfaces. The communication interfacesinclude but are not limited to IDE, SATA, USB, Ethernet, an audio Codecand CMOS memory. In addition, the southbridge can communicate with aflash ROM (BIOS) 1126 and super I/O 1128 via the LPC (Low Pin Count) bus1152. Typically, super I/O 1128 supports older legacy devices, such as aserial port (UART), a parallel port, a floppy disk, keyboard and mouse.Some of the gaming devices, such as the sensors 1140, can be coupled tothe southbridge 1108 via super I/O 1128.

The GMC 1160 can be configured to execute gaming software 1130 tocontrol play of a wager-based game. On boot-up, software verification1132 can be performed using logic stored on the BIOS 1126. In someinstances, the logic can also be executed on the BIOS. In a particularembodiment, separate hardware device can be installed which includesverification algorithms. The separate hardware device can be coupled tothe southbridge.

In one embodiment, the gaming software 1130 can be stored on two compactflash cards, which are not conventional ROM devices. The verificationmechanism can be an SHA-1 hash, which produces a message digest of somelength, such as one hundred sixty bits. Message digests can be stored onboth compact flash memories and a public/private key algorithm with akey of some length, such as a 512-bit key, can used to encrypt anddecrypt the message digests. If any errors are detected in thevalidation, the GMC 1160 can tilt and halt execution. The GMC 1160 canbe configured to prevent programs deemed to be invalid from running.

When the software 1130 is built, it can be hashed using a hashalgorithm, such as an SHA-1 hash algorithm. Other hashing algorithms canbe used and SHA-1 is provided for illustrative purposes only. Theresulting hash answers can form the hash digest. This digest, along withthe start and stop values for the validation algorithm, can be encrypteda private key. The key can be stored in a computer which is notconnected to any network and which is physically stored in a securelocation, such as a locked safe.

In one embodiment, prior to use, the public key can be installed in apower-hit tolerant memory, such as the NVRAM 1122 on the motherboard.This step can be performed when the gaming machine is manufactured. Inanother embodiment, the public key can be loaded from a memory device,such as a USB device, in the field. In one embodiment, the USB port isonly accessible when the enclosure which holds the GMC 1160 is opened.Without a proper public key, the machine will not operate.

When the game initially powers up, the BIOS 1126 can run a Power OnSelf-Test (POST) and checksum over itself. If these tests fail, the gamedoes not boot and an operator can be required to clear this tilt. If theBIOS self-test passes, the BIOS can retrieve the public key from NVRAM1122 and can run a CRC over it to ensure it is the correct key. Thecorrect CRC answer can be stored on the BIOS. If the public key does notexist or if the public key CRC returns an incorrect answer, the game canhalt and prompt the user to install the correct public key.

Once the public key is validated, the BIOS 1126 can decrypt the SHAsignatures for the data stored on the system compact flash 1130 and thestart and stop sectors indicating where the data is stored on thecompact flash. The data can be stored between the start and stopsectors, inclusive. Unused sectors can be set to 0 (zero). The BIOS 1126runs a low-level block-by-block SHA-1 hash over the kernel and operatingsystem (Boot and Root) partitions and compares the result to thedecrypted file from the manifest. In one embodiment, the operatingsystem can be Linux and the kernel can be a Linux kernel. If the hashvalues do not match, the game tilts.

If the values match, the BIOS 1126 can load the boot loader program andcan relinquish control of the validation process to the boot loader. Theboot loader can be executed by the operating system using CPU 1102. Theprocedure can validate the entire partition, not just the filestructure. Thus any unused or unallocated areas of the partition can betested for unintended programs or data.

Next, a file-by-file SHA-1 can be performed over the paytable, assets,and player files. The resulting information can be compared against thedecrypted results from the manifest file. If the calculated answersmatch the decrypted answers, the GMC will proceed with the boot-up. Ifthe hash answers do not match, the game tilts and requires operatorintervention to clear.

In one embodiment, as an additional security measure, a compressed filesystem that is designed to be read-only can be used. The file system maynot support or contain a write command or the ability to write to afile. The file system can be compressed so that it is nothuman-readable.

Each block of data in the file system can have a corresponding CRCstored with the block. When the block is read, the CRC is calculated andcompared with the stored CRC. If the answer does not match, the filesystem can generate an error and the game tilts. Any changes, whetheradditions, deletions, or modifications, will change the CRC of theaffected blocks and cause the game to tilt. This feature, in effect,monitors the integrity of the entire file system as well as theintegrity of the media on a real-time basis.

These SHA hash answers can be available on-screen and may also beaccessed via the Gaming Authentication Terminal (GAT) interface. The GATinterface (not shown) can be provided as one of the I/O devices 1134 orwithin the super I/O 1128. The GAT interface can be configured to allowan operator to initiate an SHA-1 hash or an HMAC SHA-1 on-demand so thatan operator (or other independent entity) can validate the integrity ofthe software 1130 at any time. In one embodiment, a nine-pin “D”connector is available to an operator or regulator for access the GATserial terminal.

Access to the GAT port requires opening of the main door. Further, itmay require unlocking of the GMC enclosure. In one embodiment, a GATport can be provided on the outside of the GMC enclosure. Hence, the GMCenclosure can remain locked while the GAT port is utilized.

As described above, the gaming machine can include a power hit tolerantmemory (PHTM). For example, NVRAM 1122 coupled to battery 1124 can beused as a PHTM. The PHTM can be used to store crucial data, such as datagenerated during the play of a wager-based game. The PHTM can beconfigured to be able to quickly write the crucial data in response to adetection of an imminent power interruption. The CPU 1102 can beconfigured to detect a potential power interruption via the powerinterruption signal received from the power supply. The powerinterruption signal can indicate a fluctuation in the power.

Not all memory types are suitable for use as a PHTM because their writetimes are not fast enough to store data between the detection of apotential power interruption and the power interruption. For example,disk drives don't typically have fast enough write times for use as aPHTM. In one embodiment, a disk drive 1136 can be used. However, itrequires that use of an uninterruptable power supply coupled to the diskdrive 1136 and GMC 1160 to maintain power after the external AC powersource is lost. Other types of memory with slower write times can beemployed when an uninterruptable power supply is used.

Typically, a volatile RAM (random access memory) has a fast enough writespeed to be used as a PHTM. However, after the power is lost, datastored in the volatile RAM is lost. To overcome this deficiency, abattery, such as 1124, can be coupled to the RAM 1122 to providepersistence memory storage. This memory configuration can be referred toas a non-volatile RAM (NV-RAM). The battery power levels can bemonitored so that it can be replaced as needed.

In one embodiment, an NVRAM 1122 with a battery 1124 is shown insertedin one of the PCI slots 1118. The NVRAM 1122 can be used as a PHTM. Inother embodiments, it may be possible to use a RAM inserted into one ofthe memory slots 1115 that is coupled to a battery. It yet anotherembodiment, it may be possible to use a high-speed USB connection to amemory storage device to provide a PHTM. As noted above, a hard disk,such as 1136, in combination with an uninterruptable power supply 1148can be used as a PHTM.

In yet other embodiments, a GMC 1160 may utilize multiple memory storagedevices to store crucial data. For example, the NVRAM 1122 can be usedas a PHTM. However, crucial data can be copied to a non-PHTM from theNVRAM 1122 as needed. The copied data can provide a back-up of crucialdata stored in the PHTM. Further, after crucial data is copied from thePHTM and the validity of the crucial data is verified, it may be deletedfrom the PHTM to free up space.

In one embodiment, crucial data can be stored in an NVRAM chip and in ahigh speed read/write compact flash. Crucial data such as RNG outcome,game recall, game state (credits, wager, winnings), and meters can bestored in NVRAM as files. Each file is hashed (MD5 or SHA-1 depending onthe file) and the hash answer can be stored with the file.

Additionally, in a particular embodiment, in NVRAM, the critical filescan be kept in triplicate with each copy having a separate MD5 hash ofthe information. Prior to displaying each game outcome, this data can berehashed and the three outcomes can be compared. If all three hashanswers match, the data is deemed to be good and the game results aredisplayed to the player and a copy is stored in NVRAM. If two of thesets match, the non-matching set is deemed to be corrupt and it isreplaced with a copy from one of the other two and the results aredisplayed to the player. If all three are different, memory can bedeemed to be corrupt and a tilt can occur, halting play. The comparisonscan occur continuously, each time the memory is updated, which may bemultiple times during the course of a single play. However, a comparisoncan be performed at least once prior to displaying the game outcome.

To protect meters in the event of a power loss, various meters can bestored in NVRAM 1122. Thus, the meters are protected in the event of apower loss. The battery 1124 can be a lithium cell rated, based on thecurrent draw of the NVRAM, to maintain the meters for at least 90 days.In one embodiment, the lithium cell can be rechargeable via the powersupply 1146.

In particular embodiments, a game play history associated with recentgames can be stored in the NVRAM 1122. This information can be retrievedfrom the NVRAM 1122 via an operator menu and output to a display, suchas display 1018. In particular embodiments, a complete play history forthe most recent game played and the nine prior games can be madeavailable. A method involving game play history is described in moredetail with respect to FIG. 11.

For a slot game, the game play history can include credits available,credits wagered, number of lines played (when appropriate), bonuses won,progressive won, game winnings (credits won) and credits cashed out. For“pick” bonuses, the intermediate steps involving the player picks can beretained. In games with free spins, the initiating game is retained withall or, for cases where more than fifty free games have been awarded, atleast the last fifty free games played. This gaming information can bedisplayed in the recall screens through standard text meters, screenshots, graphical display elements and textual representations ofspecific situations that occurred during game play. The game playhistory can illustrate unique game play features associated with thegame in general and specific game features that occurred during theinstantiation of a particular play of the wager-based game.

Next, details of display control system are described with respect toFIGS. 4, 5 and 6. In a particular, FIG. 4 illustrates a block diagram ofone embodiment of a display control system 1190, which includes twodisplays. The display control system 1190 allows display attributes tobe adjusted by the gaming machine controller 1160 (see FIG. 3) on thefly via a direct connection to one or more displays. Some examples ofdisplay attributes include but are not limited to power on/off, inputsource selection, contrast control, brightness control and color tempcontrol.

In particular embodiments, the GMC 1160 can adjust display attributesaccording to various gaming machine operational states which occurduring a game play mode, an attract mode and a tilt mode. The graphicsgenerated for each of the gaming machine operational states can beindependent of the display attributes. Thus, the same graphics aregenerated whether the display is configured with a first set ofattributes or a second set of attributes. However, the graphicsassociated with each gaming machine operational state can appeardifferently depending on the selected display attributes.

In the example of FIG. 4, two displays, 1018 and 1012 are shown (seeFIG. 1). The primary game for a slot machine is output to the maindisplay 1018. The secondary display 1012 is located in a top box of theslot machine 1002 (see FIG. 1). The secondary display 1012 can be usedto show graphics associated with the primary game, advertising andattract features.

In one embodiment, displays 1018 and 1012 can be flat panel LCDdisplays. Other types of displays can be used and this example isprovided for illustrative purposes only. Displays 1018 and 1012 caninclude one or more of buttons, a touch screen interface and a wirelessinterface which allow the display attributes to be manually configured.For example, brightness and contrast levels can be adjusted on thedisplays via the manual controls.

The displays 1018 and 1012 can be configured to each receive videosignals from one or more sources. For example, a display, such as 1018,can receive one or more of HDMI video signals, DVI video signals,display port video signals, USB video signals or VGA video signals. Inthis example, display 1018 receives, via the video-in port 1176, a firstvideo signal from a video adapter 1184 coupled to the GMC 1160. Display1012, via the video-in port 1180, receives a second video signal fromthe video adapter 1184. The video adapter 1184 can be provided in thegraphics card slot 1114 in FIG. 3. In general, a GMC 1160 can beconfigured to control video output to one or more displays on a gamingmachine including generating graphics which are output to the display.

Typically, the manual control of a display involves displaying menus andgraphics which allow settings to be selected and indicate informationabout current settings. For example, a bar with a number can bedisplayed when the brightness is being manually adjusted. The manualcontrol features can be embodied in firmware on each of the displays,such as manual control 1172 and 1178.

When a wager-based game is being played on a gaming machine, adjustmentof display properties via the manual control 1172 or 1178 is notacceptable because the menus and/or graphics can cover-up the graphicsassociated with a game. For example, it would not be acceptable to showa bar graph of a contrast value being adjusted over the game playgraphics. Thus, another control interface can be provided on thedisplays, 1018 and 1012, without these features.

In FIG. 4, the GMC 1160 includes a display control interface 1170. Thedisplay control interface 1170 can provide control signals to one ormore displays that allow the display attributes to be changed. Thedisplay control interface 1170 can be coupled to one or more displaysvia a serial interface, such as USB or RS-232. In 1190, as an example,the display control interface 1170 is coupled to display 1018 via gamingmachine controller (GMC) interface 1174 using a USB connection. Thedisplay control interface 1170 is coupled to the display 1012 via GMCinterface 1182 using a USB connection.

On the GMC 1160 side, the display control interface 1170 is coupled todisplay control logic 1188. The display control logic 1188 can beconfigured to monitor gaming machine operational states, such as gamestate 1186, and adjust display attributes in accordance with theoperational state. For example, in an operational mode associated withan attract state, the display control logic 1188 can adjust a displayattribute, such as increasing the brightness of the displays 1018 and/or1012. In another example, when game play starts the display controllogic 1188 can be configured to adjust a display attribute, such aslowering the brightness of the displays 1018 and/or 1012. In yet anotherexample, during game play, when a bonus state occurs, the displaycontrol logic 1188 can be configured to change a display attribute, suchas increasing the brightness of display 1018 and/or 1012. Then, thedisplay control logic 1188 can lower the brightness once the bonus stateends. In yet another embodiment, when a player has won a large jackpotand a hand pay state occurs, the display control logic 1188 can beconfigured to adjust a display attribute, such as increasing thebrightness of the display to highlight a jackpot. In yet a furtherexample, during a tilt state, the display control logic 1188 can beconfigured to turn off one of the displays, such as a top box display.

Many such examples of changing display attributes are possible and theexample of changing brightness is for the purposes of illustration only.Further, multiple display attributes can be changed in response to adetection of a change in game state. For example, the brightness andcontrast of a display can be changed in response to a change in anoperational state of a gaming machine. Other examples of displayattributes, which can be changed, are described below with respect toFIG. 5.

In addition, a gaming machine, such as gaming machine 1002 (see FIG. 3),can include more than two displays. For example, a display can beassociated with a player tracking unit. In addition, buttons can includedisplays. When the displays provide the proper supporting firmware, thedisplay attributes of these displays can also be controlled by displaycontrol logic 1188 in response to changes in operational states of thegaming machine.

The display control logic 1188 can send commands to the displays, suchas 1018 and 1012, which can change the display attributes. The commandscan be implemented in firmware on the display. For example, directcontrol 1192 and direct control 1194 each support display commands whichcan be utilized by the display control logic 1188. In particularembodiments, the direct control 1192 and direct control 1194 can includefirmware logic which allows the display commands to be implemented. Manydifferent display commands and command sets are possible. An examplecommand set is described as follows with respect to FIG. 5.

FIG. 5 illustrates a block diagram of a command structure for a displaycontrol system. In one embodiment, this command structure can beembedded in firmware in a display. For example, the firmware logic forthe command structure can be incorporated into the direct control 1192in 1018 and direct control 1194 in 1012. As described above, aninterface, such as 1174 and 1182, can be provided on a display, whichallows a gaming machine controller, such as 1160, to utilize the commandset embedded in the display firmware. Using commands in the command set,the gaming machine controller can change attributes of one or moredisplays without generating any onscreen artifacts. As described above,the display control logic 1188 in the gaming machine controller 1160 canbe configured to determine a current gaming machine operational state, acurrent display state including its attributes and whether or not tochange display attributes for the current gaming machine operationalstate.

Next, a few example commands in a command set 1600 are described. In oneembodiment, the commands can be accessed through an application programinterface (API). The commands in command set 1600 are provided for thepurposes of illustration and are not meant to be limiting. Using 1602,the GMC 1160 can turn on a display. For example, after a power cycleevent, the GMC 1160 can switch on one or more displays. Using 1604, theGMC 1160 can place a display in a standby mode. For example, during atilt event, the gaming machine can place one or more displays in astandby mode.

The displays, such as 1018 and 1012, can receive video input signals indifferent formats. Further, the displays can receive multiple videoinputs signals. For example, a display can receive two HDMI signals oran HDMI signal and a DVI signal. Using commands, 1606, 1608 and 1610,the GMC 1160 can cause a display, such as 1018 and 1012, to output one aVGA signal, a DVI signal or an HDMI signal.

Further, the commands can cause the display to switch between inputsources, such as switching from the DVI signal source to the HDMI signalsource, where the display receives video content from both sources. Inanother embodiment, not shown, the commands can allow the GMC 1160 toswitch between input sources of the same type, such as between two HDMinput sources, where again the display can receive video content fromboth sources. For example, the GMC 1160 can switch from a first inputsource including graphics generated by the GMC 1160 to a second inputsource remotely generated, such as a live video feed from a remotesource, where the first input source and the second input source can beof the same type or can be of a different type.

Using commands, 1612, 1614 and 1616, the GMC 1160 can adjust thecontrast of a display. Contrast can refer to the difference inbrightness between objects or regions in an image. When the contrast ischanged, different colors tend to stand out more as the contrast valuechanges. Using commands 1612 and 1614, the GMC 1160 can step up or stepdown the contrast value by a single count. Typically, contrast valuesrange from zero to one hundred. Alternatively, another increment valuecan be used with the command set, such as two, three, four, etc. The GMC1160 may issue a series of commands to change the contrast value in asequence of steps, such as sending command 1612 five times to increasethe contrast five counts.

In another embodiment, using command 1616, the GMC 1160 can cause thedisplay to take on a particular contrast value. In this example, therange is between zero and ninety nine. For example, the GMC 1160 candetermine the current gaming machine operational state and in response,using command 1616, set a contrast value of fifty. Again, this can bedone in multiple steps or a single step. For example, if the currentcontrast value for an operational state is thirty, using command 1616repeatedly, the GMC 1160 can increment the contrast from thirty tothirty five, then forty, then forty five and then fifty or just use asingle command and increment it directly to fifty from thirty.

Using commands, 1618, 1620 and 1622, the GMC 1160 can adjust thebrightness of a display. Brightness brightens the entire screen andevery color. It can refer to the overall lightness or darkness of theimage. Generally, images with a lower brightness and less contrastreduce eye strain. Using commands 1618 and 1620, the GMC 1160 can stepup or step down the brightness value by a single count. Alternatively,another increment value can be used, such as two, three, four, etc. TheGMC 1160 may issue a series of commands to change the brightness valuein a sequence of steps, such as sending command 1618 ten times toincrease the brightness ten counts from its current value.

In another embodiment, using command 1622, the GMC 1160 can cause thedisplay to take on a particular brightness value. In this example, therange is between zero and ninety nine. For example, using command 1622,the GMC 1160 can detect a particular state and in response set abrightness value of sixty. Again, this can be done in multiple steps ora single step. For example, if the current brightness value for anoperational state is forty, using command 1622 repeatedly, the GMC 1160can increment the contrast from forty to forty five, then fifty, thenfifty five and then sixty.

As described above, in response to the current gaming operational state,the GMC 1160 can change a plurality of display attributes. For example,in response to detecting a new game state, the GMC 1160 can use command1616 to set the contrast value of a display, such as 1018 or 1012. Then,the GMC 1160 can use command 1622 to set the brightness value of adisplay, such as 1018 or 1012. As described above, for a current gamestate, the display attributes of one or more displays can remain thesame or one or more display attributes on a plurality of displays can bechanged.

Using commands 1624, 1626, 1628 and 1630, the GMC 1160 can adjust thedisplay color temperature values. The color temperature of a lightsource is the temperature of an ideal black-body radiator that radiateslight of a color comparable to that of the light source. Colortemperatures over 5000 K are called “cool colors” (bluish white), whilelower color temperatures (2700-3000 K) are called “warm colors”(yellowish white through red). The NTSC and PAL TV norms call for acompliant TV screen to display an electrically black and white signal(minimal color saturation) at a color temperature of 6500 K.

Using commands 1626, 1628 and 1630, the color temperature can beadjusted to set values referred to as cool (e.g., one preset valuebetween 2700-3000 K), warm (e.g., one preset value above 5000 K) ornormal (e.g., a preset value of 6500 K). Using 1624, the GMC 1160 canset custom color temperature values. For example, a color temperaturevalue between 2700K and 7000K can be selected using 1624.

Using command 1632, the GMC 1160 can reset a display to its factorysetting values. The factory setting values can be encoded in the displayfirmware. Using command 1634, the GMC 1160 can request the currentstatus of a display, such as whether it is on or in standby-mode.Further, the current display attributes, such as contrast value,brightness value and color temperature vale can be retrieved.

In some instances, the GMC 1160 can determine whether to change any ofthe display attributes and how much to change a display attribute basedupon the setting values retrieved using command 1634. For example, if anew game state calls for a particular display attribute value and theGMC 1160 determines, via command 1634, that the display is already thedesired value, then the GMC 1160 may not send out a command to changethe display property. Alternatively, the GMC 1160 can send out a commandto change the display properties without checking the current displayattributes, such as a single command to set a display attribute value.If the new value is the same as the old value, then the displayattribute can remain the same and the appearance of the video content onthe display, such as the game graphics, can remain the same.

Some other display settings which can be included in a command set areas follows. In one embodiment, a command can be provided to adjust therefresh rate of a display. In another embodiment, a command can beprovided to adjust a resolution of a display. In another embodiment, apicture mode can be selected on a display. In yet another embodiment, atint can be selected on a display. In a further embodiment, for displayswith backlights, a command can be provided to adjust the backlight. Inyet a further embodiment, a command can be provided to adjust thesharpness of a display. Thus, the example command set in FIG. 5 isprovided for the purposes of illustration only and is not meant to belimiting.

FIG. 6 illustrates a method 1600 of controlling one or more displays ona gaming machine. In 1702, the gaming machine can power-up. In oneembodiment, the displays can be switched on and allowed to initializewith factory setting values. In another embodiment, in 1704, one or moredisplays can be placed in an initial state. The initial state of adisplay can be on or in a standby mode. Then, initial display attributevalues can be set, such as contrast, brightness and/or color temperaturevalues.

In 1706, the gaming machine can enter operational mode from a power-upor tilt mode. The display attributes for can be the same or differentthan the initial display attributes set in 1704. In an operational mode,the gaming machine is ready for game play.

In 1708, an attract mode can be detected. The gaming machine can enteran attract mode after the gaming machine remains idle for some amount oftime without game play occurring. In 1710, one or more displayattributes can be adjusted based upon a current attract state. Differentattract states are possible. Thus, different display settings can beused depending on the attract state. For example, a first set of displaysettings can be selected for a first attract state and a second set ofdisplay settings can be used for a second attract state. Further, onedisplay can be adjusted for a first attract state while multipledisplays, such as two or more, can be adjusted for a second attractstate. The display settings can be adjusted using direct commands fromthe GMC 1160 (see FIG. 4) to the display. Examples of adjusting displaysettings are described above with respect to FIGS. 4 and 5.

In one embodiment, after the end of an attract state is detected, thedisplays can be returned to display setting values used during gameplay. In another embodiment, in 1712, the gaming machine controller candetect that a game play mode has been initiated. For example, a depositof credits can be detected on the gaming machine. In 1714, in response,one or more display attributes can be adjusted for the current gamestate associated with the game play mode. During game play mode, theseattributes can be adjusted during game play from game state to gamestate. For example, display attributes can be adjusted when a game stateinvolving play of a bonus game occurs and then adjusted again when theplay of the bonus game ends.

In one embodiment, short-term and long-term game play display settingscan be provided. For example, during the attract mode, the displays canbe made brighter to attract players. Then, the attract state can end andgame play can start. Initially for some first threshold value, such asfive minutes, one or more displays can remain the same brightness duringgame play as during the attract state. Then, after first threshold valueis exceeded, the displays attributes can be immediately adjusted orgradually adjusted over some time period, to set a new baseline set ofdisplay attributes.

The adjustments can be made to reduce player eye strain as the playerplays for longer periods of time. During game play, the display settingscan be adjusted, such as made brighter and then less bright. However, aslong as a game play session continues, the displays can be returned tothe long-term play baseline display attribute settings. These baselinesettings can be reset when a game play session ends, such as when aplayer cashes out of the gaming machine. For example, when a playercashes out, the display attributes can be changed from long-term playsettings to attract state settings.

In 1716, a tilt mode can be detected. In 1718, in response, one or moredisplay attributes can be adjusted. For example, a first set of displayattributes can be used during a hand pay. In particular, one or moredisplays can be made brighter to highlight the award of a large jackpotwhich is being distributed via a hand-pay. In another example, during adispute resolution process, previously played games can be redisplayed.In this instance, the displays can be adjusted so that the displayattributes match the original values from when the game was firstdisplayed. Thus, the player disputing the result because the game lookeddifferent when it was originally displayed can be avoided.

FIG. 7 illustrates a block diagram of examples of gaming software 1130that can be executed by a Gaming Machine Controller (GMC) 1160 in FIG.3. The game software 1202 can be configured to control the play of thegame. The play of the game includes determining a game outcome and awardassociated with the game outcome using the RNG software 1210.

The award can be presented as a number of different presentationcomponents where a portion of the award is associated with eachpresentation component. These presentation components can be referred toas game features. For example, for a video slot game, game features caninvolve generating a graphical representation of symbols moving andlining up along a combination of different lines. Portion of the awardcan be associated with different lines. In another example, the gamefeatures can involve free spins. In yet another example, the gamefeature can involve generating a graphical representation of symbol andthen actuating a mechanical device, such as wheel to indicate an awardportion.

In a further example, a game feature can involve a bonus game where aportion of an award for a game is presented in a separate bonus game.The bonus game can involve inputting choices, such as a selection of asymbol. Similar to the primary game, the bonus game can include bonusgame features where bonus game award is graphically presented in anumber of different portions. A primary game can include game featureswhich trigger different bonus games with different bonus game features.

As described above, game features and bonus game features can be storedto a power hit tolerant memory (PHTM). The PHTM software 1204 can beconfigured to manage the transfer of crucial data to and from the PHTM.Further, as described above, the PHTM software 1204 can be configured toverify the integrity of the data stored in PHTM.

In particular embodiments, the game 1202 has no knowledge of PHTM. Thus,the utilization of the PHTM can be totally abstracted from the game 1202and contained in a shared object that is loaded at runtime. This sharedobject will also determine if the PHTM is available and how much memoryspace is available. If there is no PHTM, or it doesn't contain enoughmemory, the shared object can be configured to automatically use a diskfile instead. This function may allow the game to be run in a windowsenvironment and still have the ability to recover from a power hit.

One purpose of the PHTM 1204 is proper recovery from a power hit. Inorder to facilitate proper power hit recovery, numerous transitionpoints can be built into the game 1202 where crucial data is stored toPHTM at each transition. The transitions can be implemented as states,which can be referred to as game states or game state machines. Thestates themselves can also be stored in PHTM so that on startup, aftervalidating that the PHTM is not corrupt, the game 1202 can then checkthe current state that is stored. That state will then determine wherethe game will restart. The idea is that whenever a state transitionoccurs and is saved, the data needed to recover to that state has alsobeen stored in PHTM.

Different approaches can be used in deciding when to save data to PHTM.In one embodiment, a thread runs in the background that constantlychecks the data in memory against a copy of what's in PHTM as well as aforce write flag. If the force write flag has been set or if it seesthat the crucial data has changed, PHTM software 1204 writes it to thephysical PHTM, updating the copy as well.

In another embodiment, the PHTM software 1204 can be configured to writeall data directly to PHTM as it occurs. At certain times the PHTMsoftware 1204 can be configured queue writes rather than committing themin order to make it an “all or nothing” write. This feature can benormally done for something that is going to cause a state change, acash-out, etc. This feature can allow all the meters or crucial dataassociated with the game to be written at once, keeping the window ofopportunity for corruption to the smallest amount of time possible.

In particular embodiments, multiple state machines can be used that arebased on the overall game state machine. For example, separate“sub-state machines” can be used for critical functions that useexternal I/O devices, such as bill acceptors and printers. If the game1202 restarts in a state that requires more granularity and has adifferent state machine such as a cash out or a ticket inserted state,it can switch to that sub-state machine to complete the actions and thenreturn to the overall game state machine.

In particular embodiments, the sub-state machine concept can be used forareas of the game that are outside of the main game flow such as bonusgames. For example, if the game is in a bonus game with bonus gamefeature including a free spin bonus round and the power cycles beforeall of the free spins have finished, the game will recover to the spinthat was being executed when the power cycled and will continue fromthere. If the game is in a bonus game during a bonus game featureincluding a pick bonus, the game 1202 can recover to the point where thepower cycle occurred. In particular, the picks that have already beenmade can be displayed and then the bonus game can continue from thatpoint including receiving additional picks. Further, the game 1202 maybe configured using the crucial data stored in the PHTM to regenerate onthe display all or a portion of the game states prior to the power hit,such as the initial state of the game and game states that occurredprior to the bonus game.

The game playback 1206 can be used to display information associatedwith one or more game states of a wager-based game previously played ona gaming machine. As an example, a particular wager-based game can beinitiated and played on the gaming machine. During game play of theparticular game, crucial data associated with game states that occur canbe stored to the PHTM. Subsequently, one or more additional games can beplayed on the gaming machine. Then, using crucial data recalled from thePHTM, game information associated with the particular game can beredisplayed on the gaming machine. The game information can include butis not limited to a) text information, b) screen shots that weregenerated during game play and c) a regeneration of all or a portion ofa graphical game presentation associated with the particular game.

Typically, to access the gameplay back feature, the gaming machine hasto be placed in a tilt mode where an operator menu is available. Fromthe operator menu, using game playback software 1206, an operator canselect a particular game for playback from among a plurality of gamespreviously played on the gaming machine. To resume normal game play, thetilt mode can be cleared and the gaming machine can revert to a normaloperating state. More details of game play back are described withrespect to FIG. 11.

The security software 1208 can be configured to respond to informationreceived from various security sensors disposed on the gaming machineand from the power-off security device (e.g., see 1138 in FIG. 3). Forexample, the security software 1208 can be configured to detect that alocking mechanism has been actuated on the gaming machine and then causethe gaming machine to enter a tilt mode. As another example, thesecurity software 1208 can be configured to receive information from thepower-off security device that the gaming machine door was opened whilethe gaming machine was being shipped. In response, the security software1208 can cause the gaming machine to enter a tilt state. In yet anotherembodiment, the security software 1208 may not be able to detect asensor, such as a sensor (e.g., see sensors 1140 in FIG. 3) whichmonitors a state of a door and in response enter a tilt state.

The RNG software 1210 can be configured to generate random numbers usedto determine the outcome to a wager-based game. In one embodiment, aMersenne twister random number generator (RNG) algorithm, whichgenerates integers in the range [0, 2{circumflex over ( )}k−1] for k-bitword length with a period of (2{circumflex over ( )}19937)−1 can beused. It has a longer period and a higher order of equi-distributionthan other pseudo-random number generators. The Mersenne Twister is alsovery fast computationally as it uses no division or multiplicationoperations in its generation process. It can work well with cache memoryand pipeline processing.

In particular embodiments, the RNG cycles at seventy RNG cycles/secondor above, such as equal to or above one hundred RNG cycles/second. Thisspeed has been determined by engineers at the Nevada Gaming ControlBoard to be fast enough that it cannot be timed by the player. The testsshowed that above seventy RNG cycles/second successfully hitting aspecific outcome became sporadic, and the results were completelyunpredictable at one hundred RNG cycles/second. An evaluation showed thevariance in the contact mechanism of mechanical switches and theinherent variance in the “button press” detection circuitry, combinedwith the inability of a person to repeat a movement, provided enoughambiguity in the final registration of the button press to eliminate aplayer's ability to affect the payback characteristics of the game.

The RNG can be seeded using a plurality of variables. In particularembodiments, the RNG can be seeded by four variables that eliminate thesame seed sequence from being used in more than one device, such as twogaming machines using the same RNG seed. The variables can be 1)absolute time, 2) time since the machine powered up, 3) machine numberand 4) a random number from the kernel base RNG “/dev/urandom.” Therandom number from the kernel can be associated with the Linux Kernel.This RNG “/dev/urandom” can be based on random occurrences, such astimes between keystrokes, mouse movements, timing between interrupts,and hardware occurrences. These occurrences can be used to build andmaintain an entropy pool.

The system protects against the same sequence in several ways. First,even if two games are powered on at exactly the same time, there isenough variability in the exact time that the time since power up shouldprevent any two games from having the same number returned from thisfunction. Also, the “urandom” RNG is entropy based, and is self-seededfrom environmental noise contained in the kernel, which makes itunlikely that two machines would ever have the same seed. Finally, themachine number (EPS number) is used as part of the seed. Because thisnumber is used to uniquely identify the gaming machine on the floor, itshould always be different from any other machine.

The communications software 1212 can be used to provide communicationsvia the various communication interfaces and using various communicationprotocols. For example, the communications software 1212 can support theSAS protocol over wired or wireless communication interfaces. In anotherexample, the communication software may allow the gaming machine tocommunicate with a mobile device via a wireless communication interfaceusing a Bluetooth™ protocol.

The player tracking software 1214 may allow the GMC to communicate witha player tracking device installed on the gaming machine and/or directlywith a remote server which provides player tracking services. Forexample, a player tracking device can be configured to communicate a GMCto transfer credits to and from the gaming machine. In anotherembodiment, the GMC can be configured to receive player trackinginformation from a card inserted in a card reader (e.g., see 1028 inFIG. 1) or via wireless communications with a player's mobile device.Then, GMC can communicate with a remote server to receive informationassociated with a player and send information associated with theplayer's game play on the gaming machine.

The devices software 1216 may be used to allow the GMC to communicatewith various devices coupled to the gaming machine, such as I/O devicescoupled to gaming machine. For example, the devices software may allowthe GMC to communicate with a bill acceptor (e.g., see bill acceptor1024 in FIG. 1) and in response add credits to the gaming machine. Inanother example, devices software may allow the GMC to communicate witha printer (e.g., see printer 1022 in FIG. 1) and in response cash outcredits from the gaming machine in the form of printed ticket.

The power hit software 1218 can allow GMC to respond to power hits. Forexample, the power hit software can monitor the power supply and inresponse to a detection of power fluctuations update the PHTM withcrucial data. In another example, when the gaming machine is power-upfrom a power hit, the power hit software 1218 can determine the powerhit occurred during game play and initiate a restoration of the gamingmachine to its state when the power hit occurred.

The tilt software 1220 can be configured to monitor sensors and gamingdevices for tilt conditions. In response to the detection of a tiltcondition, the tilt software 1220 can cause the gaming machine to entera tilt state. Further, the tilt software 1220 can record tiltinformation to the PHTM.

For example, when a machine door open is detected, the game can tiltwith a hard tilt that prevents play and disables the game. If the gamingmachine includes a tower light, the tower light can flash to indicatethat a door is open. Further, a “DOOR OPEN” indication can be displayedon the main display screen. Upon a detection of the door closing, thetower light can stop flashing and the “DOOR OPEN TILT” can be replacedwith a “DOOR CLOSED SOFT TILT.”

The door open tilt condition can be the behavior for all the machinedoors, such as door 1014 in FIG. A or a CPU enclosure door (not shown).Additionally, the behavior may not change for multiple doors that areopen. Thus, the “DOOR OPEN” indication can remain on, and the machinewill be disabled until all the doors are closed. After the final door isclosed, the tower light can go off, the game can become playable and the“DOOR OPEN” indication can be written over by a “DOOR CLOSED” indicationwhich will remain until the end of the next game cycle.

A number of tilts can be generated that must be cleared by an attendant.These tilts may include clearing the condition with a key switch or, fortilts such as “PAPER OUT,” the tilt may clear automatically after theattendant has remedied the malfunction. A low battery for a PHTM (e.g.,see NVRAM 1122 in FIG. 3 or 1204 in FIG. 7) can be indicated by a “RAMBATTERY” tilt.

A “PRINT FAILURE” tilt can occur when there is a failure to print aticket. In response, a printer hard tilt error can be issued and thedescription will indicate that the printer is offline. The tilt can becleared when the printer is brought back online.

A “PRINT MECHANISM/PAPER JAM” tilt can occur for a paper jam. The gamecan indicate the paper jam has occurred and the printer is off-line(e.g., see printer 1022 in FIG. 1). This tilt can be cleared by clearingthe jam and reinserting the paper into the printer.

A “PAPER OUT” tilt can occur when the printer runs out of tickets (e.g.,see printer 1022 in FIG. 1). In response to detecting no remainingtickets, the game can display information indicating no paper isavailable and the game can be disabled. This tilt can be cleared whennew printer stock is fed into the printer.

A defective storage media tilt can occur when an error is detected in acritical memory device, such as the memory storing the game software(e.g., see 1130 in FIG. 3), the memory storing the BIOS (e.g., see BIOS1126 in FIG. 3) or the PHTM storing crucial data (e.g., see NVRAM 1122in FIG. 3). A message indicating the validation error can be displayed.This tilt may require a “RAM CLEAR” to remedy the tilt condition. A “RAMCLEAR” can erase all meter, recall and other critical memory.

As described above, multiple copies of crucial data can be stored in thePHTM (e.g., see NVRAM 1122 in FIG. 3) and the GMC (e.g., see GMC 1160 inFIG. 3) can be configured to detect and correct copies of faulty data.When uncorrectable memory is detected in the PHTM or another device, itcan result in a “CRITICAL MEMORY ERROR” tilt. Again, this tilt canrequire a “RAM CLEAR” to remedy the condition. Again, the “RAM CLEAR”can erase all meter, recall and other critical memory.

A “BILL JAM” can occur when the bill acceptor detects a bill jam (e.g.,see bill acceptor 1024 in FIG. 1). The tilt condition can be displayedon the display, such as main display 1018 in FIG. 1. This is a hard tiltwhich disables the game until an operator clears the bill jam condition.

When a stacker is full, the game can displays a soft tilt error on themain screen. A “stacker full” may be displayed as a security measure.The stacker can be coupled to a bill acceptor and located in the maincabinet of a gaming machine (e.g., see bill acceptor 1024 in FIG. 1).The game can remain playable but will not accept any further currency ortickets. This tilt is automatically cleared once the stacker is emptiedor replaced. When the stacker is removed, the game will be disabled anddisplay a “STACKER OPEN” message. This tilt can be cleared when thestacker is reinserted.

The software validation software 1222 can be executed by the CPU tovalidate the various software components on the gaming machine. Forexample, hashes of memory blocks can be performed and compared to storedhash values. This software can differ from the validation logic which isexecuted separately by the BIOS to perform validation functions.

The metering software 1224 can be used to update the hard meters andgenerate and update the soft meters. The metering software 1224 can beconfigured to store metering information to the PHTM (e.g., see NVRAM1122 in FIG. 3). Examples of the meters which can be maintained aredescribed above with respect to meters 1144 in FIG. 3.

FIG. 8 illustrates a block diagram of one embodiment of a power hittolerant memory (PHTM) (Additional details of PHTMs are described withrespect to NVRAM 1122 in FIG. 3 and PHTM 1204 in FIG. 7). Crucialinformation associated with the current game can be stored in 1302. Someexamples of crucial information include but are not limited to a wageramount, a game outcome, one or more random numbers to determine the gameoutcome, information about game states and sub-states including thecurrent game state, an amount won, initial credits and frame capturesassociated with one or more states. As described above, this informationcan be used to return the game to a current state after a power-hit. Theone or more random numbers can be used to regenerate a particular gameoutcome associated with the random numbers and the wager amount.

After a game is completed, it can be moved to a game history partition1304. The game history partition can store crucial data associated witha plurality of previously played games. For example, in one embodiment,the PHTM 1300 can be configured to store crucial data associated withthe current game and nine past games. In another embodiment, the PHTM1300 can store information associated with up to one hundred past games.

When the maximum number of games in the game history partition isreached, the software which manages the PHTM 1300 can be configured todelete the oldest game. This process can occur prior to starting thenext game. For example, if a maximum of ten games are stored in the gamehistory 1304, then prior to the play of the eleventh game, the oldestgame can be cleared from the memory. In one embodiment, prior to thedeletion of the crucial data associated with the oldest game, it can becopied to a secondary persistent memory.

In 1306, accounting information can be stored. The accountinginformation can include the metering information previously describedabove. In some embodiments, this information can be recalled in theevent of a power failure.

In 1308, machine configuration information can be stored. Some exampleof machine configuration information can include but is not limited toManufacturer ID, date of manufacturing, machine ID, operating systemversion, number of screens, cabinet type, hard disk capacity, PHTMcapacity, number of PHTM banks, printer model information, touch screenmodel information, card reader model information, bill acceptor modelinformation, display model information, jurisdiction information, casinoname and other information, sales order #, manufacture information,logo's, etc. In one embodiment, the public key used in the codevalidation process can be stored here.

In game configuration 1310, game configuration information can bestored. The game configuration information can include paytableselection, game features selections, bonus selections, jackpotcontribution setting, denominations, max number of paylines, number ofgame titles and game versions. A gaming machine can have many paytableswith different holding percentages which can be selected by the casino.Similarly, selectable game features and bonus features can be provided.

In security 1312, security information can be stored. Securityinformation can include information that lead to a tilt condition andthe associated tilt condition. For example, if a door is opened, thesecurity information can include when the door was opened, when gameplay was disabled, when the door was closed, when the tilt condition wascleared and when game play was subsequently enabled.

FIG. 9 illustrates a method 1400 for responding to a power interruptionon a gaming machine. In 1402, the gaming machine can begin a power-upprocess 1425. The power-up process can begin when a power switch in theinterior of the gaming machine is turned on or when power is restoredafter a power interruption. In response to detecting external power isavailable, a signal can be generated which initiates a softwareintegrity check on in 1404.

In 1404, the software integrity on the gaming machine can be checked. Inparticular embodiments, a public key/private key method and a “ladder oftrust” can be used to verify control programs executed by the gamecontroller. The initial rung of the ladder of trust can be the BIOSEPROM (see 1126 in FIG. 3), which may be a conventional ROM device. Thisconventional ROM device can load and can verify the initial code whichcontinues the “verify then load” ladder of trust until the entireoperating system and the game is loaded. This process was describedabove in detail with respect to FIG. 3.

In 1406, the power-off security device (see 1138 in FIG. 3) can bechecked. The power-off security can monitor all the doors in the EGM.For example, the doors can use optical emitter/sensor pairs, but somemight also use Hall-effect sensors. The system can be a standalonedevice with a CPU, RAM, NVRAM, sensors I/O board, and battery. Thebattery can be configured to last at least 30 days. It can be configuredto record all critical events, such as power brown out, power black-out,main door open, logic (CPU) door open, bill acceptor door open, printerdoor open, top box door open and player tracking door open. Thesecritical events may have occurred while the GMC was shut down and hencenot monitoring the gaming machine for critical events.

In 1408, the machine integrity can be checked. For example, the securitysensors on the gaming machine can be checked to verify all the doors areclosed. Further, gaming devices, such as the printer and the billacceptor, can be checked to determine the devices are operating properly(e.g., see printer 1022 and bill acceptor 1024 in FIG. 1).

In 1410, critical memory on the gaming machine can be checked. Forexample, the PHTM can be checked to make sure the stored informationmatches associated hash values. As described, a hash value can begenerated for crucial data stored in the PHTM. The hash values can bestored with the crucial data. When the PHTM integrity is checked, newhash values can be generated and compared to the stored hash values.

In 1412, the GMC can determine whether all the checks were successful.If one or more of the checks are not successful, in 1414, the gamingmachine can enter a tilt state and game play on the gaming machine canbe disabled. Information about the tilt state can be output to adisplay, such as the main display on which a gaming presentation for awager-based game is output.

In 1416, when all the checks are successful, event informationassociated with the successful power-up process can be stored to thePHTM. For example, the time that the gaming machine was enabled for gameplay can be stored to the PHTM. In one embodiment, as described above,this information can be used to generate a seed for a random numbergenerator used on the gaming machine.

In 1418, the gaming machine can enter game play mode. Thus, the gamingmachine is enabled to accept bills and tickets that are redeemed forcredits on the gaming machine. After credits are deposited, the gamingmachine can be used to make wagers on the game(s) available for play onthe gaming machine. In 1420, the GMC can generate wager-based game playon the gaming machine and store crucial game play data to the PHTM.

FIG. 10 illustrates a method 1500 powering up a gaming machine. In 1502,a wager can be placed and a game can be initiated. In 1504, initialstate information associated with the game can be stored to the PHTM. In1506, game states associated with the game can be generated. In 1508,crucial data associated with the game states can be stored to the PHTM.

In 1510, a power-interruption can be detected. For example, the GMC canreceive a signal from the power supply which indicates a power spikeassociated with a power shutdown has occurred. In 1512, the event can belogged to the PHTM. In addition, current game state information can belogged to the PHTM prior to the power failure. After power is lost, theGMC may no longer operate unless an uninterruptable power supply isavailable.

In 1425, the power-up process in FIG. 9 can be performed. In 1514, thisevent can be logged to the PHTM. In 1516, whether the power-up processis successful can be checked. In 1518, if the check is not successful,the gaming machine can be placed in a tilt state and information aboutthe tilt state can be output.

In 1520, a check can be performed to determine whether the power-hitoccurred during the play of a game and prior to completion of the game.This information can be stored in the PHTM. In 1524, when the power-hitoccurred during the play of a game, data associated with the gameincluding the current game state can be retrieved from the PHTM. In1526, the game can be regenerated up to the current game state justprior to the power hit. In some embodiments, the gaming machine can beconfigured in the current game state without showing any informationleading up to the current game state. In other embodiments, one or moregame states prior to the current game state can be regenerated andoutput to the display.

In 1528, the current game can be completed. In 1522, the game can beenabled for game play. In 1520, when the power-hit didn't occur duringplay of a game, the gaming machine can be powered-up and enabled forgame play in 1522.

FIG. 11 illustrates a method 1600 playing back a game previously playedon a gaming machine. In 1602, a first game can be initiated on thegaming machine. In 1604, initial state information about the first gamecan be stored to the PHTM. In 1606, game states for the first game canbe generated. In 1608, the game states can be stored to the PHTM. Asdescribed, in the event of a power-hit during play of the first game,the GMC (e.g., see GMC 1160 in FIG. 3) can be configured to restore thegame and the gaming machine to a game state just prior to the power hitusing information retrieved from the PHTM (e.g., see NVRAM 1122 in FIG.3).

After the completion of the first game, in 1610, a second game can beinitiated. The initial state information for the second game can bestored to the PHTM (e.g., see NVRAM 1122 in FIG. 3). In 1614, the gamestates for the second game can be generated and the second can bebrought to completion. In 1616, the game state information for thesecond game can be stored to the PHTM.

In 1618, the gaming machine can enter a tilt state. In one embodiment,the tilt state can be initiated in response to the operator insertingand turning a key in a locking mechanism on the outside of the gamingmachine cabinet. Then, an operator menu can be generated and output to adisplay on the gaming machine. In 1620, the tilt state event can belogged in the PHTM.

In the 1622, the gaming machine using an input device, such as a touchscreen, can receive a request for a game playback. The game playback caninvolve displaying information about a game previously played on thegaming machine. In 1624, this event can be logged to the PHTM. In 1626,a particular previously played game can be selected from among aplurality of games with game information stored in the PHTM. In thisexample, the first game played is selected.

In 1628, game information associated with the first game is retrievedfrom the PHTM. Some examples of game information which can be retrievedincludes but are not limited one or more of random numbers used togenerate the first game, screen shots, award information, betinformation, credit information and screen shots from one or more gamestates.

In 1630, first game features can be regenerated. These game features caninclude animations of the play of the game, which represent one or moregame states, or static images representing different game states. Theanimations of the play of the game can be regenerated using randomnumbers associated with the original play of the first game.

In 1632, game information associated with the first game, including theretrieved screen shots, regenerated static images and regeneratedanimations, can be output to a display on the gaming machine. In oneembodiment, the display can be the display where the game presentationfor the wager-based game is output (e.g., see display 1018 in FIG. 1).As described above, depending on the state of the game, the displayattributes can be changed. In one embodiment, these display attributescan be reproduced as the game information is output to the display.

In one embodiment, the display settings can be stored with the gameinformation. For example, display settings can be stored with a screenshots. In 1625, the display settings can be retrieved when the gameinformation, such as the screen shots, is retrieved from the PHTM. Thus,in some embodiments, the display settings can be stored as data in thePHTM. The display can be configured with the retrieved settings when thegame information is output to the display using the display controlinterface 1170 (see FIGS. 3 and 4).

In another embodiment, display logic can be included with the code whichis used to regenerate static images and/or regenerate animations. Thus,as the static images and/or animations are output to the display, thedisplay logic can be used to configure the display attributes so thatthe static images and animations appear in the manner that they wereoriginally output to the display. Again, the display logic can use thedisplay control interface 1170 described with respect to FIGS. 3 and 4to adjust the display. In addition, the display logic can utilize thedisplay commands described with respect to FIG. 5, to adjust particulardisplay properties.

In 1634, the gaming machine can exit the tilt state and enter game playmode. For example, to initiate this process an operator can turn a keyin the locking mechanism and remove it from the locking mechanism. In1636, initiation of game play can be logged as an event to the PHTM. In1638, a third game on the gaming machine can be initiated. In 1640, theinitial state information associated with the third game can be storedto the PHTM.

Because such information and program instructions may be employed toimplement the systems/methods described herein, the present inventionrelates to tangible, machine readable media that include programinstructions, state information, etc. for performing various operationsdescribed herein. Examples of machine-readable media include hard disks,floppy disks, magnetic tape, optical media such as CD-ROM disks andDVDs; magneto-optical media such as optical disks, and hardware devicesthat are specially configured to store and perform program instructions,such as read-only memory devices (ROM) and programmable read-only memorydevices (PROMs). Examples of program instructions include both machinecode, such as produced by a compiler, and files containing higher levelcode that may be executed by the computer using an interpreter.

Although many of the components and processes are described above in thesingular for convenience, it will be appreciated by one of skill in theart that multiple components and repeated processes can also be used topractice the techniques of the present disclosure.

While the present disclosure has been particularly shown and describedwith reference to specific embodiments thereof, it will be understood bythose skilled in the art that changes in the form and details of thedisclosed embodiments may be made without departing from the spirit orscope of the invention. It is therefore intended that the invention beinterpreted to include all variations and equivalents that fall withinthe true spirit and scope of the present invention.

1-22: (canceled)
 23. A machine-implemented method used in a gamingmachine having internal game states and internal non-game states, themethod comprising: presenting game action during the internal gamestates on at least a first display of the gaming machine, the firstdisplay having configurable first display attributes that each affect anentire screen of the first display, the first display attributes beingreconfigurable without presenting configuration information on thescreen of the first display; automatically detecting a change in atleast one of the internal game states and the internal non-game statesof the gaming machine; and responsive to said detecting of a change inat least one of the internal game states and the internal non-gamestates, automatically determining if and when to automatically causecorresponding reconfigurations of one or more of the first displayattributes affecting the entire screen of the first display where thecaused corresponding reconfigurations, if and when made, causecorresponding changes to the entire screen of the first display withoutpresenting configuration information on the screen that describes thecaused corresponding changes.
 24. The method of claim 23 wherein theinternal non-game states of the gaming machine include at least one of atilt state and an attract state.
 25. The method of claim 23 wherein thecaused corresponding reconfigurations of the first display attributes,if and when made, cause corresponding changes to one or more of abrightness, contrast and color temperature of the first display.
 26. Themethod of claim 23 wherein the gaming machine has a gaming machinecontroller securely enclosed therein and operatively coupled to thefirst display, the gaming machine controller being configured toautomatically generate commands causing corresponding reconfigurationsof the first display attributes.
 27. The method of claim 26 wherein thegaming machine controller is configured to automatically detect changesin at least one of the internal game states and the internal non-gamestates of the gaming machine and in response to detecting that one ofthe internal states of the gaming machine has changed from a first gamestate to a second game state, the gaming machine controller generatesone or more commands that change one or more of the first displayattributes.
 28. The method of claim 27 wherein the second game stateincludes outputting an indication of a bonus to the first display. 29.The method of claim 26 wherein the commands generated by the gamingmachine controller include commands that automatically change respectivecurrent values of one or more of brightness, contrast and colortemperature attributes of the entire screen of the first display byrespective predetermined offset amounts.
 30. The method of claim 29wherein the value of a respective one of the brightness, the contrastand the color temperature attributes is gradually automatically changedin a plurality of steps from its current value to a predetermined newvalue by issuing a series of said commands.
 31. The method of claim 29wherein the value of a respective one of the brightness, the contrastand the color temperature attributes is automatically changed in asingle step from its current value to a predetermined new value byissuing a corresponding one of said commands.
 32. The method of claim 23wherein said automatic determining of if and when to automatically causecorresponding reconfigurations of one or more of the first displayattributes includes determining a current length of a game play sessionof a wager-based game and responsively causing correspondingreconfigurations of one or more of the first display attributes basedupon the determined current length of the game play session.
 33. Themethod of claim 32 wherein one or more of a value of brightness, a valueof contrast and a value of color temperature attributes is changed basedupon the determined current length of the game play session exceeding apredetermined threshold.
 34. The method of claim 23 and furthercomprising: obtaining current values of the first display attributeswithout altering what is currently displayed on the entire screen of thefirst display.
 35. The method of claim 23 and further comprising:presenting game action during the internal game states on a seconddisplay of the gaming machine, the second display having configurablesecond display attributes that each affect an entire screen of thesecond display, the second display attributes being reconfigurablewithout presenting configuration information on the screen of the seconddisplay; and responsive to said detecting of a change in at least one ofthe internal game states and the internal non-game states, automaticallydetermining if and when to automatically cause correspondingreconfigurations of one or more of the second display attributesaffecting the entire screen of the second display where the causedcorresponding reconfigurations, if and when made, cause correspondingchanges to the entire screen of the second display without presentingconfiguration information on the screen of the second display thatdescribe the caused corresponding changes.
 36. The method of claim 35wherein the gaming machine has a gaming machine controller securelyenclosed therein and operatively coupled to the first and seconddisplays, the gaming machine controller being configured toautomatically generate commands causing corresponding reconfigurationsof the first and second display attributes.
 37. The method of claim 36and further comprising: routing video content from the gaming machinecontroller to a selected one of the first and second displays.
 38. Themethod of claim 36 wherein the generated commands include commands forselectively turning off one of the first and second displays.
 39. Themethod of claim 36 wherein the gaming machine controller is configuredto automatically generate commands causing increased brightness at thestart of a bonus state and to reduce the increased brightness when thebonus state ends.
 40. The method of claim 36 wherein the gaming machinecontroller is configured to automatically generate a command causingincreased brightness on one of the first and second displays that showsan awarding of a jackpot prize.
 41. A gaming machine having internalgame states and internal non-game states and comprising: first andsecond displays configured to present respective portions of game actionduring the game states, the first and second displays respectivelyhaving configurable first and second display attributes that each affectan entire screen of the respective display, the respective displayattributes being reconfigurable without presenting configurationinformation on the screen of the respective first and second displaythat is being reconfigure; and gaming display control logic configuredto automatically detect changes in at least one of the internal gamestates and the internal non-game states of the gaming machine, todetermine when to automatically cause changes to one or more of thefirst and second display attributes of the entire screens of therespective first and second displays in response to detected changes inat least one of the internal game states and the internal non-gamestates of the gaming machine and to automatically cause the changes tothe respective display attributes without presentation of configurationinformation on the screen of the being-reconfigured one of the first andsecond displays.
 42. A gaming site having a plurality of gamingmachines, each of the gaming machines respectively having internal gamestates and internal non-game states and each comprising: a respectivedisplay configured to present respective game action during the gamestates of the respective gaming machine, the respective display havingconfigurable display attributes that each affect an entire screen of therespective display, the display attributes being reconfigurable withoutpresenting configuration information on the screen; and respectivegaming display control logic configured to automatically detect changesin at least one of the internal game states and the internal non-gamestates of the respective gaming machine, to determine when toautomatically cause changes to one or more of the respective displayattributes of the entire screen of the respective display in response todetected changes in at least one of the internal game states and theinternal non-game states of the respective gaming machine and toautomatically cause the changes to the respective display attributeswithout presentation of configuration information on the screen of therespective display.
 43. The gaming site of claim 42 wherein: two or moreof the plurality of gaming machines participate in a jackpot pool; andthe respective gaming display control logic of each of the two or moregaming machines participating in the jackpot pool is configured toincrease brightness of the respective display of a winning one of thetwo or more gaming machines when that winning one is awarded a jackpotprize form the jackpot pool.